Difference between revisions of "Into the Wild Woods: Serdek Bingol"

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(Skills)
(Skills)
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== Skills ==
 
== Skills ==
 +
L1: 3 skills + INT, L3, L5, L7, L9, L11, L13
 
*Languages
 
*Languages
**  
+
**Basic literacy
 
*General Skills
 
*General Skills
 
**Athletics/Acrobatics (Skilled) 9+  
 
**Athletics/Acrobatics (Skilled) 9+  
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*Knacks
 
*Knacks
**
+
**L1: Toughness (d8)
**
+
**L5: Self-improvement primary (CON)
**
+
**L9
 +
**L13
  
 
== Combat ==
 
== Combat ==

Revision as of 19:48, 20 May 2023

Into the Wild Woods

Many temples have, in addition to clerics, holy warriors whose purpose is not to convert but to protect, to eliminate threats, whether reactively or proactively. These warriors usually train in remote monasteries and temples combining religious fervor with the skills of war. They often hire themselves out as elite bodyguards to royalty and other important personages. One such type of protector is the dervish. Lightly armored, mobile, and capable of entering a battle trance, dervishes are the elite of their god’s warriors.


Rank

  • Human Dervish L7
  • XP: 60,000/100,000 (+5%)
  • Alignment: Lawful
  • PC
  • List any titles or holdings

Attributes

  • STR 14 (+1, open doors 3-in-6)
  • INT 08 (basic literacy)
  • WIS 16 (+2 magic saves)
  • DEX 13 (+1 AC, +1 missile, +1 initiative)
  • CON 16 (+2 HP/level)
  • CHA 05 (-1 NP reactions, 2 max retainers, Loyalty 5)

Skills

L1: 3 skills + INT, L3, L5, L7, L9, L11, L13

  • Languages
    • Basic literacy
  • General Skills
    • Athletics/Acrobatics (Skilled) 9+
    • Athletics/Climbing (Skilled) 9+
    • Deception/Intimidation (Skilled) 9+
    • Deception/Sense Motive (Expert) 3+
    • Healing (Skilled) 8+: On a successful roll the character heals 1d3 hp to a wounded target. Can be used once per day per person. This skill can also be used to treat those with the following ongoing conditions. A character with the Healing skill can treat a maximum number of patients with ongoing conditions at any given time as follows: Proficient 2, Skilled 5, Expert 8.
      • Diseased​. Takes one week to treat, less one day for each skill Rank. If successful the target is cured of non-magical disease.
      • Poisoned​. Takes one turn to treat, less two minutes for each skill Rank. If successful the target is no longer poisoned.
      • Injury​. On a successful roll the target heals at twice the normal rate (normally 1d3 hp per day of bed rest).
  • Class Abilities
    • Restricted to leather armor; cannot use shields. May use any melee weapon, but no ranged weapons.
    • Cleave up to 7x/round
    • Enter a holy trance 2/day, gaining the effects of a bless spell for 6 rounds (+1 bonus to attack/damage, +1 bonus to saves vs magical fear)
    • One-weapon fighting style: +1 bonus to attack
    • At L7, may create potions; L9 scrolls; L11 magical items associated with dervish magic
    • Turn undead as L7 Cleric - Roll 2d6: Destroy L1-L4, Turn L5-L6, L7 on 7, L8 on 9 (spellcasting undead or those with 8 or more HD may make a Save vs Spells to avoid being turned or destrpyed). On a success, roll 2d6 to determine number of HD affected.
    • Initiative: +1 bonus when wearing leather or lighter armor
    • Add WIS bonus to AC when wearing leather or lighter armor
    • At L9, may build a monastery
  • Knacks
    • L1: Toughness (d8)
    • L5: Self-improvement primary (CON)
    • L9
    • L13

Combat

  • AC
  • HP (just list the max here, list current HP on the front page.)
  • Movement Rate
  • Initiative Modifier
  • Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
    • Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
    • Secondary Melee Attack:
    • Primary Ranged Attack:
  • Saves:
    • Petrification & Paralysis
    • Poison & Death
    • Blast & Breath
    • Staves & Wands
    • Spells

Spells

  • First Level: Spells Per Day
    • A first level spell in your repertoire
    • Another first-level spell in your repertoire
    • Etc
  • Second Level: Spells Per Day
    • One
    • Two
    • You-know-what-to-do

Equipment

  • Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
    • Then list
    • Those things
    • Individually